14 March 2016, 00:29 | #21 |
Phone Homer
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interesting as a lot of Amiga games are one or the other.
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14 March 2016, 08:13 | #22 |
Lemon. / Core Design
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I don't know if I just took the 2 channel sfx player from Chuck Rock 2, of if I increased the channel count to 4 :/ It's been a long time, and I just don't remember
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14 March 2016, 08:43 | #23 |
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That's ok! I think it worked it out.. from a glance it uses all four channels (eg if one channel is being used by an SFX, it uses the next one) At least that's what I think, my ASM is terrible
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14 March 2016, 10:06 | #24 |
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Edit: I'm giving up on my attempts to hack SFX / Music together. My general idea was to drop one channel from the music, which'd free up a channel for sound (it'd obviously mean that you'd lose an entire instrument but I figured the SFX would be a worthwhile substitute).
However there's a loop that sets all of the channels when a song is playing, my attempts to cleanly reduce the length of that loop from 4 to 3 iterations haven't been successful. Maybe someone smarter than me can work it out! |
24 March 2016, 17:59 | #25 |
J.M.D - Bedroom Musician
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is never simple to downgrade a music from 4 to 3 channels; if Nuke/Iveson itself - that is Master of music in limited channels - did not then you can't
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24 March 2016, 18:01 | #26 |
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Shouldn't this be done in a way that when a sound effect happens it "ducks" a channel, like in phx's routines?
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24 March 2016, 19:20 | #27 |
J.M.D - Bedroom Musician
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not a programmer but i fear that when the coder allocates the sound routine is hard to modify it without overwriting something, and sometimes raster timing is pretty tight
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24 March 2016, 22:53 | #28 |
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Cobe sent me a version of the world 1 music just with two channels (the bass and drums I think). It sounded ok, obviously not quite as good as before but it might have been ok with the SFX on as well.
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20 October 2016, 16:23 | #29 |
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earok, is it for CD32 only or did you also apply the palette changes to the floppy version as well ?
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21 October 2016, 09:07 | #30 |
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It was only for CD32, but now I've put out HDD and ADF versions too
http://earok.net/game/wonder-dog-se |
21 October 2016, 09:57 | #31 |
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21 October 2016, 10:00 | #32 |
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That was dumb of me - forgot to publish it!
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13 October 2017, 16:52 | #33 |
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Hey Earok do you still have the 2 button version of this? I've found Cobe's CD32 version but its still 1 button.
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13 October 2017, 19:04 | #34 |
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Fun fact, I was always thinking that amiga version lack secret underground level in world 1. I was wrong it is there
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13 October 2017, 20:36 | #35 |
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Ah crap. I probably should check all of the links on my site and fix where they're not working.
@AmigaJay check the Zone, I've put the WHDLoad versions there with both one and two button editions. |
13 October 2017, 20:44 | #36 |
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13 October 2017, 20:46 | #37 |
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17 August 2018, 12:40 | #38 |
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I've posted another version to the zone - I wasn't really happy with the fact that I had to publish two versions (one supporting one button, the other supporting two button) so I've recoded that part of the patch into a single version.
Basically, you can play with up-to-jump, and if you hit second fire it'll switch to second fire jump (and ignore upwards presses). Big thanks to Alpine9000 for helping me with noob ASM questions! Palette fixes are the same as they were before. It's in the zone - if anyone would like to verify it's all good before I apply the same patch to trained/untrained ADF copies, that'd be much appreciated |
17 August 2018, 12:57 | #39 | |
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Quote:
Working as expected in regards to: a) 1st button to shoot and up to jump; as in original game implementation. b) Now pressed the 2nd button to switch jump from up to the 2nd fire button. |
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17 August 2018, 13:10 | #40 |
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Cheers mate, I appreciate it
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